Rollen
Icon | Archetype | Type.[1] |
---|---|---|
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Barde | Magisch |
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Kleriker | Magisch |
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Kämpfer | Physisch |
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Magier | Magisch |
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Waldläufer | Physisch |
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Schurke | Physisch |
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Beschwörer | Magisch |
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Tank | Physisch |
In Ashes of Creation wird es das traditionelle Trippel aus den Rollen Tank, DD und Support/Heiler geben.[2][3]
- Obwohl traditionelle Rollen vorhanden sind, sollten sich die Spieler nicht durch ihren primären Archetypen geprägt fühlen.
- Die im Klassensystem verfügbaren Fähigkeitserweiterungen ermöglichen es, Charaktere außerhalb ihrer Hauptrolle zu personalisieren.
- Spieler können auch ihre Wahl des Archetyps verdeutlichen, um ihre Hauptrolle zu stärken.
Balancing
Die 64 Klassen sind in acht primäre Archetypen unterteilt. Das Balancing der aktiven Skills bezieht sich nur auf diese acht primären Archetypen.[4][5]
- Jedem Archetypen sind vier Gruppen von Erweiterungen zugewiesen. Das Balancing der Erweiterungen bezieht sich auf die vier Erweiterungs-Gruppen von jedem der acht Archetypen.[5]
Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[4] – Steven Sharif
We're not really talking about 64 true classes, we're talking about eight classes with 64 variants... There isn't as much variance between the 64 classes as you might expect. It's not like there are 64 different versions of... radically different classes.[4] – Jeffrey Bard
Balancing in Ashes of Creation wird auf Gruppen ausgerichtet sein und nicht auf 1v1 Kämpfe.[4][6]
- 1v1 Kämpfe werden eine Schere-Stein-Papier Dynamik haben, in der eine Klasse stärker ist als die andere.[6]
There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[6] – Steven Sharif
Bestimmte sekundäre Archetypen können die Lücke zu ihrem Konter schließen.[7]
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[7] – Steven Sharif
Der Alpha 1 Test ist primär auf die Kernfunktionalität fokussiert, anstatt auf das Balancing des Kampfsystems .[8]
Klassenfähigkeiten
Primäre Fähigkeiten (Klassenfähigkeiten) basieren auf dem Archetyp eines Spielers.[10] Spieler können ihre primären Fähigkeiten durch die Ergänzung um einen sekundären Archetyp (Sekundärklasse) personalisieren.[10][11]
- Die Wahl des gleichen primären und sekundären Archetyps erhöht die Betonung auf diesen Archetyp.[12]
- Jede Fertigkeit im Primärbaum hat mindestens vier Erweiterungsmöglichkeiten aus dem Sekundärbaum.[13]
- In Bezug auf den Fähigkeitsfortschritt können die Spieler wählen, ob sie in die Breite gehen und eine Reihe von verschiedenen Fähigkeiten erwerben wollen oder ob sie vertieft auf einige spezifische Fähigkeiten eingehen wollen.[14]
- Das Ändern der Fertigkeitserweiterungen erfordert, dass der Spieler zu einem NSC in einem Dorf-Knotenpunkt oder höher geht.[15]
- Aktive Fähigkeiten können nach der Anwendung einer Erweiterung völlig anders aussehen.[16]
You only get active skills from your primary class and that active skill could look totally different after an augment gets applied. It really depends on what the augment is.[16] – Steven Sharif
Key for the augment system is that these augments are meant to demonstrate a core identity of the secondary class type you've chosen. So if from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[17] – Steven Sharif
The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[18] – Steven Sharif
Class augments
A player may choose a secondary archetype when they reach level 25.[19][20] Each secondary archetype offers four different schools of augmentation.[21][22][20][23] Each augment school affects a primary archetype's skills in different ways.[24]
- For example: A Magier offers Teleportation and elemental schools of augments. These augments will affect a Fighter's primary skills differently than a Cleric's.[20][24]
- When you reach the class phase, which is around level 25 and you introduce that secondary archetype selection to create your one of 64 classes, then you'll have a number of augments that you'll be able to apply on a per-ability basis; and your core ability kit comes from your primary archetype selection; and those augments will change the look and feel of those abilities; and some will have the affect to create more darker thematic aspects to it. Or just generally different aesthetics to the abilities that represent the secondary [archetype] selection.[19] – Steven Sharif
- The player can then augment their primary skills with effects from their secondary archetype.[19][20][10]
- If a Kämpfer were to choose Magier as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A blink augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.[10]
- Each skill in the primary tree will have several augment options from the secondary tree. This is an example of horizontal progression.[10]
- The progression system for augments is very similar to the class progression system.[25]
- Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.[27]
- Augments do not cost skill points.[28] It was previously stated that certain augments will have more expense required on the skill point side.[26]
- There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards.[26] – Steven Sharif
- Secondary archetype augments allow different aesthetics to apply to primary abilities that reflect the secondary archetype selection.[19]
Talentpunkte

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[33] – Steven Sharif
Spieler erhalten Talentpunkte wenn sie im Level aufsteigen. Diese können genutzt werden um Aktive, Passive oder Kampf/Waffen- Talentbäume zu erlernen/verbessern.[34][35][36][37]
- Es wird nicht möglich seine alle Talente in einem Talentbaum auf ihr maximal Level zu bringen.[37]
- Spieler können wählen zwischen "horizontaler" Klassenentwicklung(viele verschieden Fähigkeiten) oder "vertikaler" Klassenentwicklung(wenige, aber gut entwickelte Fähigkeiten) wählen.[38]
- Es wird möglich sein Talentbäume zurückzusetzen und die Talentpunkte neu zu verteilen.[39]
Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[40] – Steven Sharif
Best-in-slot items
- Hergestellte Gegenstände sind per Best-in-Slot in Ashes of Creation.[41] Zuvor wurde gesagt, dass hergestellte Gegenstände den besten Gegenständen auf dem Platz ebenbürtig sein werden. [42]
- Was als Best-in-Slot gilt, basiert auf der Role eines Charakter's und der Art der Monster denen sie gegenüberstehen.[43]
- Instanzierter Content enthält geskriptete und schwierige Bosskämpfe die Ausrüstung droppen, aber die Ausrüstungs-Drops werden nicht die besten im Slot sein. Diese sind nur in der offenen Welt zu finden. [44]
Synergies
Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[45][46][47][48][49][50][51][52][35][36][53][27][54] These synergies also apply to active skills from other characters.[45][34]
- Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
- A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[45] – Steven Sharif
- When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[55] – Steven Sharif
Meta
Die Effektivität von Klassen, Fähigkeiten und Ausrüstung hängt vom Gegner oder den verschiedenen Arten von Begegnungen ab. Es wird optimale Ausrüstungssets für verschiedene Herausforderungen und Schwierigkeitsgrade geben. Dieses Design zielt darauf ab, offensichtliche Meta- oder Standard-Builds in Ashes of Creation zu vermeiden.[56]
- Verschiedene Herausforderungen werden Spielern, basierend auf Node-Entwicklung und Node-Zerstörung, dynamisch zugänglich gemacht. Situationen, die auf einem Schere-Stein-Papier Prinzip basieren, fördern einen horizontalen Ausrüstungs-Fortschritt. Diese dynamischen Herausforderungen werden sich monatlich ändern und zu einer Verschiebung der wirtschaftlichen Nachfrage führen, da die neuen Inhalte unterschiedliche Ausrüstungssets erfordern.[56]
- Erhöhte Schwierigkeitsgrade fördern einen eher traditionellen vertikalen Stärke-Fortschritt, wie er in den meisten anderen MMOs zu sehen ist.[56]
Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[56] – Steven Sharif
Siehe auch
Einzelnachweise
- ↑ Interview, 2020-07-29 (49:53).
- ↑ Blog: Gruppen Dynamik
- ↑ Liveübertragung, 22. Mai 2017 (46:04).
- ↑ 4.0 4.1 4.2 4.3 Liveübertragung, 2020-10-30 (33:26).
- ↑ 5.0 5.1 Interview, 2018-10-20 (2:40:17).
- ↑ 6.0 6.1 6.2 Podcast, 2018-04-23 (59:28).
- ↑ 7.0 7.1 Podcast, 2018-04-23 (1:01:01).
- ↑ Liveübertragung, 2021-05-28 (1:13:05).
- ↑ Video, 7. Februar 2017 (0:02).
- ↑ 10.0 10.1 10.2 10.3 10.4
- ↑
- ↑ 12.0 12.1
- ↑ Liveübertragung, 9. Februar 2018 (41:56).
- ↑ Liveübertragung, 2017-11-16 (30:02).
- ↑ Liveübertragung, 8. April 2018 (PM) (20:45).
- ↑ 16.0 16.1 Interview, 11. Mai 2018 (53:15).
- ↑ Liveübertragung, 16. Oktober 2017 (1:00:44).
- ↑ Interview, 2018-08-08 (22:27).
- ↑ 19.0 19.1 19.2 19.3 Liveübertragung, 2023-07-28 (1:04:27).
- ↑ 20.0 20.1 20.2 20.3 Interview, 2020-07-18 (1:05:04).
- ↑ Podcast, 2021-09-29 (30:04).
- ↑ Liveübertragung, 2021-06-25 (1:05:01).
- ↑ Liveübertragung, 2018-02-09 (41:56).
- ↑ 24.0 24.1 Liveübertragung, 2019-12-17 (1:13:14).
- ↑ Liveübertragung, 2019-07-26 (1:09:22).
- ↑ 26.0 26.1 26.2 Interview, 2020-07-18 (1:07:06).
- ↑ 27.0 27.1 February 8, 2019 - Questions and Answers.
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑
- ↑ Interview, 2018-05-11 (53:15).
- ↑ Liveübertragung, 2018-04-8 (PM) (20:45).
- ↑ Liveübertragung, 2021-06-25 (23:08).
- ↑ Liveübertragung, 2020-08-28 (1:12:50).
- ↑ 34.0 34.1 Interview, 2020-07-29 (55:44).
- ↑ 35.0 35.1 Interview, 2020-07-19 (53:59).
- ↑ 36.0 36.1 Interview, 2020-07-18 (1:07:51).
- ↑ 37.0 37.1 Liveübertragung, 2017-07-28 (19:05).
- ↑ Liveübertragung, 2017-11-16 (30:02).
- ↑ Interview, 2020-07-29 (54:44).
- ↑ Liveübertragung, 2020-08-28 (1:19:24).
- ↑ Liveübertragung, 2022-06-30 (1:18:55).
- ↑ Liveübertragung, 2017-05-10 (14:45).
- ↑ Liveübertragung, 2020-05-29 (1:33:11).
- ↑ Liveübertragung, 2022-03-31 (1:19:41).
- ↑ 45.0 45.1 45.2 Interview, 2023-07-09 (1:14:09).
- ↑ Liveübertragung, 2022-12-02 (56:09).
- ↑ Liveübertragung, 2022-06-30 (1:12:38).
- ↑ Liveübertragung, 2022-09-30 (53:15).
- ↑ Liveübertragung, 2022-09-30 (43:45).
- ↑ Video, 2022-09-30 (24:49).
- ↑ Podcast, 2021-09-29 (47:57).
- ↑ Interview, 2021-02-07 (49:18).
- ↑ Liveübertragung, 2020-01-30 (1:28:40).
- ↑ Liveübertragung, 2018-06-04 (1:11:19).
- ↑ Interview, 2023-07-09 (1:16:45).
- ↑ 56.0 56.1 56.2 56.3 Podcast, 2021-04-11 (54:35).